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Genre: Simulator, Strategy, Indie

Gear City

Testing Build v1.23.2 Released!

Good Morning Everyone!

We have released v1.23.2 to Testing Build. If you would like to try out Testing build but don’t know how, you can find instructions on how to switch builds here: http://ventdev.com/forums/showthread.php?tid=2594&pid=6237#pid6237

The release comes a couple hours early because I will be unable to do any hotfixes over the weekend. If you run across any major issues, please try to report it to me on Friday (today).

So what’s new? The major feature in this build is the Continental Auto Production Shipping Restrictions. You can find this feature in the Production Window when Auto Production is enabled. Continental Restrictions limit shipping of vehicles to the Continent/RegionID that the city/territory is in.

Besides that, the patch is mostly smaller features, balancing, and bug fixes.

v1.23.3 will take a bit longer than this update as I want to finish what remains of the maps. The new translation software should finally be in place (7 months late…) So I will be reducing the workload for translators/editors as well. (Removing redundant text, removing stuff that is not in the game, etc.) The audio narration of the tutorial will be finished too. So I have to put that together as well.

Until then… enjoy!

Change Logs:

v1.23.2


-GUI: Disabled hotkeys when tutorials are active.
-GUI: Added Tutorial Panel Text before the Side Panel to the bottom Side Panel Text in case the player has poor mouse control and goes over the side panel. Thus triggering the side panel prematurely.
-GUI: Clock, door, and globe will continue glowing until clicked for the tutorial.
-GUI: Disable reports popups until end of the tutorial.
-GUI: Did You Know is now read in order at a random starting position.
-Content: Fixed some spelling and grammar issues in the Did You Knows.
-Content: Started spelling and grammar checking news articles for Base City Map (will reuse these in all maps).
-GUI: Cities listed in Human Resources are now in alphabetical order. Starting with country then city name.
-GUI: Cities in the Mega Menu are now in alphabetical order. Starting with country then city name.
-GUI: Assign Contract lists are now in alphabetical order.
-GUI: Contract bid components and vehicles are now in alphabetical order.
-Gameplay: Manufacturing Requirements effect on production numbers has greatly increased. (Min and Max effect may need to be balanced.)
-Gameplay: Manufacturing Requirement values degrade at the same pace as Factory Quality value. Thus allowing for the same number of units to be produced as the factory wears down.
-Gameplay: Increased components effect on vehicle manufacturing requirements.
-Gameplay: Some minor adjustments to sub component manufacturing requirements effect on components.
-Gameplay: Reduced component design's effect on skill rating growth. Changed from best designs to an average of all designs in a time period.
-Gameplay: Increased Research team's effect on skill rating growth.
-Bugfix Fixed bug in Research Team estimated growth rate causing incorrect values to be shown in some rare cases.
-GUI: List pages added to Outsourcing and View component and vehicle lists in RnD.
-Gameplay/GUI: Replace old design checkbox added to "New Generation" vehicle. If checked, the old generation model will be replaced with the new generation, much like using the replace feature in Auto Commands.
-Gameplay: Maximum Supported Torque effects for Gearboxes was reenabled.
-Gameplay: If a gearbox is too weak for an engine, durability and quality ratings tank. This spec no longer effects final torque due to AI calculation performance.
-Gameplay: Increased price's effect on buyer rating.
-Gameplay: Adjusted used car sales rate for lower cost vehicles.
-Gameplay: Increased the amount of time you have to bid on a contract.
-Gameplay: Furloughed employees are now cleared out when your country goes to war.
-Gameplay: Adjusted furloughed employee's effect on morale and strikes.
-Bugfix: Fixed bug in the start of war code that could clear out government contracts for your HQ nation.
-Gameplay: 5-10% total turn time improvements. More to come.
-Gameplay: Stock system evaluations is now more weighted toward revenues instead of book value/equity.
-Gameplay: Changed global market economy's effect on stock values.
-Gameplay: Added "institutional buyers" which remove/buy available shares of companies when they're bull. And add/sell shares to available shares when the stock is bear.
-Gameplay: AI will no longer be forced to sell to players when players try to buy shares.
-Gameplay: Increased the frequency in which the AI sells more of their shares and shares of companies they own.
-Gameplay: Removed vehicle and component designs from book value and net worth calculations.
-Maps/Mods: Added major independence events up to 1933 into the news paper. More to come soon.
-Gameplay:Auto Production Continental Shipping Restriction (found in the factory production window with the other AP restrictions).
-Gameplay: Adjusted Top Speed calculations
-Bugfix: Missing factories not in use from factory expense report. This is a regression caused by optimization.
-Bugfix: Fixed missing reserved vehicles from vehicle reports. This also was a regression due to optimizations.
-Artwork 50 additional premade designs.




Testing Build Save Game Changes March 30th

Hello Everyone,

Testing Build will be updated to v1.23.2 on March 30th. This build will require save game changes.

If you are on v1.23 SP4 Default Build, this update will not effect you.

Thanks and stay tuning!

Testing Build v1.23.1 Released!

We have released v1.23.1 to Testing Build! If you would like to try Testing build you can find instructions on how to switch Steam builds here: http://www.ventdev.com/forums/showthread.php?tid=2594&pid=6237#pid6237 . You may return to v1.23 at any time if you want to continue your old save games.

So what is new for v1.23.1? The most notable change is the implementation of the “Predesigned” vehicle system. This system will allow you to select a predesigned .car file instead of designing your own vehicle bodies.

The artist was only able to get to 1940 with the bare number of vehicles. He will continue to add them over the course of v1.23.2. I should also note that the existing bodies are incomplete. Many of the predesigns are missing gaps and door jams. I will be going through them to add and edit them, as the artist was unable to master placement and manipulation of the decals.

Due to changes in car body and accessories files, old cars saves are unloadable by the game. The game will delete old .car files upon start up to reduce your clutter.

I will ask the community to contribute .car files for the predesigned system soon (v1.23.3 most likely).

So what else is new? The most noticeable changes are the upper bar in the office and the lower bar throughout the game. In any room with clickable objects, we implemented buttons in the upper bar so that players can open multiple windows without memorizing the hotkeys. For the bottom bar, we added more fiscal information (based on how wide you are running the game resolution) and included it in every room in the game. However, due to the amount of data, we divided this new information into four different sub categories to fit it on the bar.


Component modification is restricted to one modification every 2 years now. We have also increased the cost to modify components. This may need a little more balancing, but it is now less exploitable.

You can no longer bid on contracts with under development components/vehicles.

The engine will now fall back to default OpenGL settings if you break your settings file or if you do not play the game for a long period of time (thus having out of date files).

A warning button now appears in the bottom bar if you’re about out of money.

Base City Map now has complete military history news articles. Spelling/Grammar checking is now underway.

So what’s next? v1.23.2 is more of a maintenance release. The only large feature planned is Continental Auto Production Restrictions. We will continue to work include predesigned vehicles and anything else subcontractors finish along the way.

Change Log:
-Engine: Implemented the predesigned .car file loader system that is separate from the "Save Car" system.
-Gameplay: Predesigned or Custom Design selector when player design a vehicle body.
-Engine: Saved .Car files now included aerodynamic drag data for AI.
-Gameplay: AI now selects a predesigned vehicle body to use for their models.
-Engine: Implemented a predesigned vehicle mod loading system.
-Mod Tool: Created Predesigned Vehicle Tool in the mod tools. Added predesigned vehicles to the mod files.
-Gameplay: Implemented a "Lock Accessory Selection" system which will allow you to select an accessory or decal on the car from a list rather than click selection.
-Documentation: Redirected tutorial to use predesigned vehicles instead of custom designs. Thus reducing the tutorial by 10% or 330 words.
-Engine: Added a popularity link for fuels into components.xml files.
-Gameplay: Linked fuel type popularity for electric vehicles. All electrics will now have the highest electric type's popularity.
-Engine: Optimized Historical Player Date information.
-GUI: Added 4 sub categories for the bottom panel which has more information for funds, stocks, debts, and expenses.
-GUI: Bottom panel information is limited based on how much screen width the player has.
-GUI: Implemented a Next Month Estimated Expense System which can be found under the expenses bottom panel.
-GUI: Implemented a warning button in the bottom panel when next month's estimated expenses reach over 10% of cash funds and higher than 50% last month's revenues.
-GUI: Added new expanded bottom panel to all "rooms" in the game.
-GUI: Added selection buttons in the office top panel so players do not have to memorize hot keys to open various windows.
-GUI: Players playing with more than 2000px width now have the option to pin/unpin the side panel open and closed.
-Gameplay: Reduced munition's revenues during WW1.
-Bugfix: Fix munitions manufacturing popup when countries that you only have branches in goes to war.
-Gameplay: Modification system can only be done once every 2 years for components.
-Gameplay: Increased Modification system's exponential costs.
-Engine: Implemented a revision system into the .car loader system
-Engine: Implemented a checker and delete system to purge un-useable user created .car files from the game.
-Engine: Switched default renderer for new purchases to OpenGL.
-Artwork: Improvements made to UV coords of many models.
-Artwork: Additional paint ID's added to older vehicle models for slightly better player painting.
-Artwork: Renamed morph animations for all models to better improve terminology and fix misspellings.
-Bugfix: Fixed regression causing the game to not be able to load unicode save games.
-Gameplay: Restrict saving .car files to Latin (ASCII) characters.
-Bugfix: Fixed bug with Human Resources system not displaying proper data.
-Gameplay: Reduced Steam Fuel's weight by 20%.
-Engine: Implemented a fall back settings file in case the user screws up their settings file or when steam doesn't' delete old data at uninstall.
-Engine: First time load, the game will check savedcars folder and delete old .car files. If a car file is present that is completely unuseable (unicode file name) the entire data in the folder will be purged to prevent crashing on "Load Car Design".
-Gameplay: Removed the ability to bid on contracts with designs that are in development.
-Bugfix: Fixed crash involving closing branches and opening up selected city in Mega Menu Marketing.
-GUI: Added list pages to R&D component selection, modify components, and modify vehicle lists.
-Gameplay: 146 Predesigned Cars added.
-Maps: Completed Military History.
-Engine: Fixed line ending issue when moving .car files between Windows and Unix.

Testing Build Save Game Changes March 10th!

Testing Build will be upgraded to v1.23.1 on Saturday March 10th. This update will require you to start a new save game. If you are on Testing Build and wish to continue your v1.23 saves, please switch to Default build.

This update will wipe out all old saved car files you have made. We have made changes to body animation names in preparation to the predesigned car body system. Sorry for the inconvenience.

The Linux build may be delayed a couple of days. My Linux development machine has recently suffered hard drive failure. I did not lose any code, however I was unable to make an exact image of the drive. The replacement drive will not be in my hands until Thursday.

Art Content And Demo Updates, Info on Optional OSX WINE Port

Hello Everyone,

I have updated Default and Testing build with some additional accessories artwork. Hopefully we can add more in v1.23.1 as I find some of them are lackluster. Also I have included Base City Map military history up until 2005.

Demos



The Demos have been updated to v1.23, you can find links for them here: http://steamcommunity.com/app/285110/discussions/0/613939841571347735/


OS X WINE Build



An experimental WINE build is now available to OSX users. This should only be used if you have major issues with the native build of the game.

To use it, switch your build to “wine-ports”. http://www.ventdev.com/forums/showthread.php?tid=2594

Open the folder containing the game files http://wiki.gearcity.info/doku.php?id=troubleshooting:steam_installfolder

Drag and drop GearCity_Wine.app to your applications folder. Launch the game from your applications folder. You will be prompted to install mono, you may skip this, but you will have to relaunch the program again. This version of the game can not launch from Steam. Thus why you will have to manually install it in your applications folder, or anywhere else you wish to put the game.

Finally, the WINE build does have one major issue, it doesn’t exit out properly. To close the game completely, you will have to use Activity Monitor to Force Quit “wine-preloader” processes. (Start with the highest CPU time ones, should only take 1 or 2 of them to close all of them.)

While the WINE build is better looking, faster, probably more stable, and does not have many of minor issues the OSX build has, I will continue to work on the native OSX build. My hopes is to rewrite roughly 1/3rd of the engine after v1.25 is complete. With luck, I will get the game up to Apple’s new standard policies (assuming they don’t change them again). The WINE layer is just a temporary hack if you have too many issues with the current native build.

Version 1.23 SP4

We have released the final supplemental patch to Default and Testing build. This update does not require save game changes.

An additional minor content update may happen next week. Demos for all operating systems and a WINE compatible build for OSX will also be released next week.

SP4 has many bug fixes and minor features. Base City Map flag and nation histories have been included. A major note. I have disabled Native Full Screen for DirectX9 renderer. I have replaced Fullscreen with a borderless window the size of your monitor resolution. Many game crashes, bad reviews, bad playthrough videos, etc have come from people Alt-Tabbing out of fullscreen. DirectX9 is known to not play nicely with this. Rather than eat the returns and bad reviews I have finally decided to nip the problem in the bud by disabling it completely. If you need real low resolution full screen. Please switch to the OpenGL renderer.


Work on v1.23.1 will start next week after any needed hotfixes. Version 1.23.1 will feature pre-designed vehicles, an improved bottom information bar in all “rooms”, and several other improvements.


SP4 Change Log:

-Bugfix: Fixed textbox not working on World Map Marketing
-Bugfix: Fixed Horizontal slider bug in 1080 resolution web browser.
-Bugfix: Fixed background image for reports that are wider than one page.
-GUI: Webbrowser on 1080 resolution or larger will now have browser controls on the side instead of the bottom of the scree. This allows for 1050 monitors to support the larger reports system.
-GUI: Possible optimizations to the reports GUI which should speed up rendering.
-Bugfix: Fixed some stock value issues in the Stock Value and Networth charts.
-Bugfix: Fixed broken awards system.
-Bugfix: Fixed wrong unit bid amount displayed in RnD Contracting Bids for naval engines.
-GUI: Implemented a warning pop up message for DirectX 9 users when they Alt-Tab out of the game.
-Engine: Removed Fullscreen option for DirectX9. Fullscreen has been replaced by a fullscreen borderless window. This is to prevent crashing from people alt-tabing out of the game while fullscreen. If you need low resolution full screen, please switch to OpenGL renderer. (Hopefully in the future, we will include an OpenGL3 renderer as well.)
-GUI: Fixed Outsourced Sales Help button not working.
-Gameplay: Cancel Licensing/Outsource for sale button.
-Engine: Engine backs up 5 log files, in case you crash the game but don't immediately email me.
-Gameplay: Winning any sort of contract now resets the AI production system, which means contracted components/vehicles should get priority before consumer models.
-Gameplay: Fixed bug causing only water and electric military contracts.
-Gameplay: Adjusted vehicle length values.
-GUI: Converted lobbying image into text so I could fix spelling and grammar issues.
-Bugfix: Fixed bug in the factory expense report which caused factory costs not to match expenses summary report nor Monthly report.
-GUI: Fixed list overflow issue in modify components lists.
-GUI: Manual entry production no longer adjust automatically. You have to click a button first before manual entry production adjust the sliders.
-Gameplay: Manual entry production now attempts to find a production speed value with the current set production lines before it adjusts production lines.
-Bugfix: Fixed district manual entry production slider adjustments to be more exact.
-Engine: Updated SQLite to 3.22
-Gameplay: Turn time optimizations, approximately 8-10% improvements in turn times.
-GUI: Changed ordering of vehicles in Auto Commands. Vehicles are now ordered by Marque, Model, and then Year.
-GUI: Added missing year to vehicle names for Model Compare in Showroom.
-GUI: Added pages for Auto Command lists.
-Maps: Military War history now up to 1998.
-Maps: Flag changes for all cities.
-Maps: National name changes for Base City Map.

Hotfix #1


-Bugfix: Fixed OpenGL Fullscreen using borderless mode.

Version 1.23 SP3 Released

Hello everyone,

I have released the third supplemental patch for v1.23. As with all supplemental patches, it does NOT require save game changes.

The biggest change to your gameplay is the addition of “pages” to lists. Above select lists are two buttons and some text. Lists now have a finite limit. To see more items in the list, click the two buttons to change the “page”. New items will appear in the list. This should reduce the size of lists, especially in large save games. Currently this feature is implemented in Factory Production, Branch Distribution, and Showroom lists. I will implement other lists in the next couple of updates.

I will now work on SP4, which is relatively small. After which v1.23 will be considered complete, and I will move on to v1.23.1.


Changelog:

-Bugfix: Fixed decal sliders changing position when selected.
-Bugfix: Fixed View Part Window not resizing child widgets when resized.
-Bugfix: Fixed bug preventing the vehicle year to be changed to the finished design year.
-Gameplay: Disabled district locking on branches when auto production is enabled to prevent breaking the Auto Production system.
-Bugfix: Fixed crash with the "View Vehicle" button in the World Map Branch Distribution Window.
-Bugfix: Fixed bug with estimated vehicle development time when the player zeros out all sliders on a new vehicle design.
-Bugfix: Fixed bug in the save game system that was causing the file not to be saved and several SQL errors.
-GUI: Added "1/" in front of the year on the "All Time Sales" report to clarify that it is only updated once a year.
-GUI: Added delete confirmation when deleting custom body designs.
-GUI: Component Selectors when designing a new vehicle will now either select the currently selected component in the list. Or choose the first one.
-GUI: Factory Rating is now shown in World Map Factory View Details. And an average of Ratings is shown in District Factory View Details.
-GUI: Shipping Costs has been added to the Cities Sales reports. Report columns have been reorganized for better readability.
-Gameplay: Dynamic City Growth Rates have been doubled for cities under world map average population or per capita.
-Gameplay: Optimizations to the Dynamic City Growth Rate system.
-Bugfix: Fixed bug allowing AI to make vehicles with the same base name as player, thus clogging up the "Used In" list.
-Bugfix: Fixed random name generator to stop recommending names that are already used by other components or vehicles.
-Gameplay: Added a generate new random name button (Dice right above the Text Box you enter names into).
-GUI: Added Morale back to HR lists.
-GUI: Added a "paging" system to Factory Production, Branch Distribution, and all Showroom lists. This should improve window loading times in large save games. More will be added in SP4
-Gameplay: Adjusted the quality of AI branches based on the size and wealth of the city compared to the global average.
-Bugfix: Fixed development pace slider effecting estimated finish time incorrectly.
-Gameplay: Increased AI's use of player components via platform sharing.
-Gameplay: Increased AI's minimum ratings requirements to license/purchase components from other AI or players.
-Bugfix: Fixed AI licensing signing fee exploit.
-Bugfix: Fixed licensing fees being tax free.
-GUI: Restart production system is now using the new component selection system.
-GUI: Build Components/Vehicle marque selector now defaults to your parent company.
-Bugfix: Fixed 7 appearing as 17 on non-English keyboards.
-Gameplay: Excluding Outsourced and Licensed vehicles from yearly awards.
-Gameplay: Excluding Outsourced and Licensed components/vehicles from company equity calculations, thus reducing stock price and bond evaluations due to outsourcing.
-GUI: Added Year and Active status to Marque Catalog and Model Compare.
-Bugfix: Fixed Model Compare's Bore/Stroke display
-Bugfix: Fixed issue with Furloughed employees not being added to the system.
-GUI: Added Monthly Idle costs to factory build screens.
-Gameplay: Adjusted auto-marketing system for large companies.
-Gameplay: Turn time optimizations. 20% gains for Windows, 5% gains for Linux and OSX (more gains coming to Unixes in a couple of weeks.)

Hotfix #1:
- Gameplay: 62 Newspaper images for various in game events.
- Bugfix: Fixed possible crash when closing database in Linux or OSX.
- Bugfix: Fixed Office Mega Menu district branch distribution list not refreshing.

Hotfix #2
- Bugfix: Fixed Monthly report duplicating inventory of vehicles in reserve.
- Bugfix: Incorrect total factory use capacity in Factory Expense report.
- Bugfix: Possible fix to war contracts continuing production during war after the contract is over.
- Bugfix Fixed a couple of database errors in Auto Production system. This may fix a couple of the "Save" and "Save As" crashes you may have with SP3. If you run into any, please send me the logs.
-Gameplay: Increased Mega Menu and World Map page lists to 40 items from 20.

Hotfix #3
-Gameplay: Decreased furloughed employees effect on employee morale.
-Gameplay: Renamed Auto-Benefits to Auto-Union. Auto Union now automatically negotiates both benefits and wage strikes.
-Bugfix: Fixed another possible DB leak. Please email me your log files after lengthy game play so I can find and fix more!

1.23 Supplemental Patch 2

Hello Everyone!

SP2 has been released out in the wild. Quite a few bug fixes and minor features added in this one. I will start working on SP3 here shortly. I also added 1 more Supplemental Patch to v1.23 while I am at it. Might as well knock out non-save game changing tickets while I can and give it to everyone instead of just Testing users!


If you recently heard of the Intel "Metaldown" bug, sadly the fix may have some performance effect on GearCity. I will do some testing once I receive the OS patches that address the issue. You can read about my concerns here: http://steamcommunity.com/app/285110/discussions/0/1353742967812528994/#c1620600279664512655

Meltdown Update: Serhiy has finished running benchmark testing for us and Meltdown. The good news is that SQLITE's move to MMIO in 2013 has prevented heavy impact to the game. On a Windows 7, i5-3570 CPU, with a 7200RPM hard drive, we're looking at about 0.5%-1.5% drop in performance when testing against a 200mb save game.

I expect this performance drop will be a little bit higher for those of you using SSDs and NVMEs. But it is still about half what I was expecting. Some parts of the game are up to 40% slower in this test. And the main area of concern was only 3.5-6% slower. The rest of the game had little impact. This is due to structural changes in Sqlite over the years!

Continued optimizations should negate any performance loss for Intel users. Everyone else will get some performance improvements in the area of concern. :)


Here is what is included in SP2!

-Gameplay: Rename Components from RnD Component Modification window.
-Bugfix: Fixed bug in reports system that caused additional double reporting of contracted vehicles in the vehicle sales revenues and sales figures numbers.
-Bugfix: Fixed issue with AI company's IPO values being extremely high.
-Bugfix: AI selling too many shares at IPO.
-GUI: Component selection system has been merged with the View Window. Thus giving you all the component data in one window when selecting components.
-GUI: Expanded Component List's data. Implemented a way to order the component selection lists.
-Bugfix: Fixed issue causing factory costs to be too high during munitions production.
-Gameplay: Increased Munitions Revenues per line.
-Bugfix: Design Finish dates now show number of months and the finished date.
-GUI: Removed day values from date stamps.
-GUI: Several fixes to bad decimal information due to changes made in SP1.
-Bugfix: Couple of bug fixes historical to data used in the reports due to optimizations made in SP1.
Gameplay: Optimizations to Sales reports and AI factory clean up code. 12% gains over previous code. Approximately 1.5% turn time reduction in a large save game. (Couple more optimizations to come.)
-Bugfix: Fixed bug causing all chassis length and with to be high in game years before 1946.
-Gameplay: Tweaked AI component design sliders for chassis', engines, and gearboxes.
-Gameplay: Optimized factorycleanup, sales report, and half of city sale's report processing time. More optimizations to come over the next few builds.
-Gameplay: Ordering more outsourced units from the AI will now cause the units per month to be regenerated. The amount of units per month is equal to the amount of units needed divided by 12.
-Bugfix: Fixed some missing variables in recent player action text.
-Bugfix: Fixed bug that caused other components to appear in "Used In" list in the View Parts window.
-Bugfix: Fixed bug that did not list parts licensed or purchased from other companies in the modification window. This caused the player not to be able to discontinue these components.
-Gameplay: Added "All Vehicles" to Model Compare and Marque Catalog. Please note, this system is slow in large save games. List pages are coming soon, to optimize large lists.
-Engine: Players can now purge old historical data from the game. This reduced the save file size by 25% which can make loading and turn times faster. Additional savings will be sought soon.
-Gameplay: Redesigned the Consolidation name generator in the hopes of fixing the "File Not Found" name bug.
-Bugfix: Fixed Outsourcing/Licensing hot keys in RnD
-Gameplay: Starting funds are now interpolated between starting years. (Funds used to be attached to fix dates that older versions of the game used to use.)
-GUI: Fixed ordering of some ratings in components/vehicles so that assisted, advance, and view panels match.

Hotfix #1


-Bugfix: Fixed the Jams & Gap crash on some machines due to modulate scene blends in the texture.

1.23 Supplemental Patch 1

Hello everyone!

Version 1.23 has been updated with the first Supplemental Patch. Orginally I only planed two Supplemental Patches for this build, however we have gotten a lot of feedback the last week or so, which has filled my ticket tracker. As such, I am now planning on 3 Supplemental Patches for v1.23.

These updates do not require save game changes.


So what's in this one?
-Bugfix: Fixed possible negative fuel popularity values.
-Bugfix: Fixed platform sharing showing any company that you own stock of or owns stock of you.
-Bugfix: Reduced City Destroyed memo priority if you do not have a factory or branch at that location.
-Gameplay: Added a high priority memo specifically if the city your factory or branch in was destroyed.
-Gameplay: Phase 1 of 4 optimization of turn times with new AI system.
-Bugfix: Fixed a German character appearing in save game year when loading save games in Windows.
-Bugfix: Fixed bug where loans were being paid off early.
-Bugfix: Fixed bug in GUI that showed incorrect coupon rate for bonds.
-Gameplay: Adjusted Bond and Loan interest rates.
-Gameplay: Game will now warn players if they are designing an engine with an unpopular fuel type.
-Gameplay: Game will now warn player if they are designing a car with an engine that uses an unpopular fuel type.
-Gameplay: You can disable the fuel type warning on a per game basis.
-Bugfix: Fixed a bug in District Factory Upgrade which didn't charge enough time or money for an upgrade.
-Gameplay: Increased factory upgrade time requirements per each upgrade.
-Bugfix: Fixed Benefits Rounding Errors in the display.
-Gameplay: Information is now updated after agreeing to benefit changes.
-Gameplay: Changed some charts to only show a maximum amount of data. To reduce chart clutter.
-Gameplay: Moved Line Chart Legends to the side instead of below, thus increasing the amount of area we have to use.
-Bugfix: Fixed missing data in Networth chart. Networth now matches stock report's book value.
-Bugfix: Fixed memos glowing after memo popup.
-Bugfix: Fixed File Cabinet not working after applying changes to in game settings.
-Bugfix: Fixed Auto Wage Margin rounding issues.
-Bugfix: Changed all rounding of floating point numbers to a new system using fmtlib. As such there might be a few errors here and there where there are additional decimals points than needed.
-GUI: Fixed gearbox smoothness text overlap in View panel.
-Bugfix: Fixed production unoptimized memo firing after recondition all, when the player has no factories.
-Bugfix: Fixed missing/unselectable AI text logos for Dynamically generated AI in several lists in the stock system.
-Bugfix: Fixed scientific notation appearing in Annual and Quarterly reports.
-Bugfix: Fixed bug not allowing a loan to be taken out in one save game if a player took out a loan in a different game, and returned to the main menu without ending a turn.
-Bugfix: Fixed bug displaying incorrect IPO information
-Gameplay: Adjusted amount of shares sold during IPO.
-Bugfix: Fixed bug with racing lock on race series that requires vehicles.
-Bugfix: Fixed bug causing lobbying tax savings not to work.
-Bugfix: Fixed bug that could cause incorrect development time to be displayed when designing a trim of a vehicle under development.
-Maps: Base City Map War Newspaper articles up to 1995.

There is probably a few more fixes that I did not document. Was a pretty hectic amount of reports I got since v1.23 launch. All is well though! I've got roughly 21 tickets planned for SP2. And anything reported to me in the next few days will go into SP3. :)

Version 1.23 Released!

Hello Everyone!

Version 1.23 is now available on Default and Testing Builds. If you want to continue v1.22 save games, you will have to switch to Stable Build. Directions for changing builds are here: http://www.ventdev.com/forums/showthread.php?tid=2594 .

So what is new in v1.23? There has been 87 documented bug fixes and 52 gameplay changes. Altogether there are 153 entries in the changelog.

V1.23 focused on a redesign of the contracting system. The system got a slight GUI makeover and the changes included some additional features such as racing contracts. This update also introduces two additional ways to share platforms with AI companies, the first is “Outsourcing” where you buy units manufactured units in bulk. And “Platform Sharing”, where you have access to any component a company you own a majority share in makes and they have access to your components.

The update also includes some improvements to the Auto Production system, a new munitions production system during a war, some AI improvements, rebalanced contracts and racing revenues, a new tutorial framework (which will have more content soon), and many bug fixes.

For a complete changelog for v1.23, see this thread: http://steamcommunity.com/app/285110/discussions/0/1353742967812528994/


So what’s next?

I will continue to work on v1.23 in the form of 2 to 3 Supplemental Patches. These patches will include minor bugs reported recently and new features and improvements from v1.24 that do noneedre save game changes. Upon finishing the Supplemental Patches, I will update the Open Beta/Demos then move on to v1.24.

The game is nearing completion. I consider v1.24 the beginning of the end of GearCity’s development. There are not many large features left. The only one that sticks out is pre-designed cars. Otherwise, there are some minor quality of life features (most micro improvements to the GUI), small optional gameplay mechanics, bug fixes, polish, and filling in the missing content.

You can view what I am working on and the remaining tickets on our public ticket tracker: https://bitbucket.org/EricBJones/gearcity/issues?status=new&status=open